﻿namespace GameFramework.Battle.Core
{
    public enum EAnimationType
    {
        none= -1,
        ani_Stand_Idle = 0,
        ani_Run= 1,
        ani_Dead= 2,
        ani_Stand_Shoot_Process= 3,
        ani_Run_Process= 4,
        ani_Special_Process= 5,
        ani_Throw= 6,
        ani_Walk= 7,
        ani_Roll= 8,
        ani_Special_Start= 9,
        ani_Special_Stop = 10,
        ani_Getup = 11,
        ani_Stand_Shoot_Process_Start = 12,
        ani_Stand_Shoot_Process_Stop = 13,

        a_incity_npc_computersitting_loop = 14,
        a_incity_npc_idle_loop = 15, 
        a_incity_npc_walk_loop = 16, 
        a_incity_npc_debugequipment_loop = 17,
        a_incity_npc_treadmillrun_loop = 18,
        
        a_incity_npc_computersitting_idle_loop,
        a_incity_npc_shoot_loop,
        a_incity_npc_throw_loop,
        a_incity_npc_SquatWork,
        a_incity_npc_sitting_loop,
        a_incity_npc_lybed_loopA,
        a_incity_npc_anchor_loop,
        a_incity_npc_lying,
        a_incity_npc_operating_loopB,
        a_incity_npc_soup_loop,
        a_incity_npc_operating_loopA,
        a_incity_npc_ride_loop,
        a_incity_npc_idle_to_lybedA,
        a_incity_npc_lybed_to_idleA,
        a_incity_npc_sittingfeetup_loop,
        a_incity_npc_think_idle_loop,
        a_incity_Cleaner_work,
        a_incity_Cleaner_walk,
        a_incity_npc_lybed_loopB,
        a_incity_npc_viewfolder_loop,
        lie_hospital,
        HitFly
    }


    public class EAnimationType_AnimatorMapped
    {
        
           
        public static string[] TriggerName = new string[] {
            "ani_Stand_Idle",
            "ani_Run",
            "ani_Dead",
            "ani_Stand_Shoot_Process",
            "ani_Run_Process",
            "ani_Special_Process",
            "ani_Throw",
            "ani_Walk",
            "ani_Roll",
            "ani_Special_Start",
            "ani_Special_Stop",
            "ani_Getup",
            "ani_Stand_Shoot_Process_Start",
            "ani_Stand_Shoot_Process_Stop"
        };
    }
}
